MANHUNT HARDCORE FIVE STAR LEVEL FAQ Version 1.0

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I. Introduction

II. Notes and terminology

III. Wrong Side of the Tracks

IV. Trained to Kill

V. Border Patrol

VI. Key Personnel

VII. Deliverance

VIII. Thanks and contact info

IX. Copyright and Contact info

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I. INTRODUCTION

This FAQ is intended to provide an effective guide to getting people to five
stars on the last five levels of the game, ones that seem to be causing a lot
of trouble for many players. This guide is not really intended for first time
players. For one thing it will spoil the atmosphere by rigidly telling you how
fast and how to do things, for second you shouldn't be playing the game on
hardcore for your first time through. For those who have played the game
already, this will help you get your five stars so you can go back to playing
the game the way it SHOULD be played, i.e. Heavy on the atmosphere, slowly, and
patiently. Except on Wrong side of the tracks, of course.

A side note is that there is no discernable benefit for getting five stars on
all levels, and I may do FAQs to cover the other fifteen levels eventually.
Feel free to e-mail me with requests if you really need help and if I get
enough I'll get onto it regardless of inclination.

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II. NOTES AND TERMINOLOGY

The first thing to note is that there is leway in some of the strategies
contained herein. The AI in Manhunt is probably the best that has appeared in
this kind of game, and certainly rivals MGS2 for complexity. This means that
the guards do not always behave in quite the fashion described. Sometimes after
checking a corpse, for example, they'll go right back to their original patrol
pattern, sometimes they'll switch and patrol your area, sometimes they and any
friends they've brought with them will patrol your area. I therefore recommend
that you follow the guide as close as possible, but always bear in mind that
flexibility and improvisation may be required. I have been through each level
multiple times to perfect these strategies, and I assure you that they do work
more times than they don't.

Rather than refer to the individual kills as levels, I'll use their given
names, which are as follows:

White Cursor: Hasty
Yellow Cursor: Violent
Red Cursor: Gruesome

Another bit of terminology is 'Point Blank', which simply means get close
enough so you can head shot your target and kill them instantly. You'll see a
lot of this in the guides. I will also frequently say things like 'when he
comes to investigate, gruesome him', this doesn't mean you're supposed to do it
WHILE he's investigating. I'm taking it as read that you're used to waiting for
the guards to turn their backs then stalking and gruesome them.

There is one other piece of terminology I use, and that is 'Pop Up Serial
Killer'. Pop Up Serial Killer is the practice of using Triangle to press your
back against a wall, then moving to the end and popping out with L1 to shoot
someone. Obviously in an extended gun battle you repeat the process as
required. I personally recommend reloading every time you go back into cover,
because you never know when you'll need a full clip. Anyway, everytime the
words 'Pop Up Serial Killer' appear, this is what I'm referring to. Its roots
are the kid's game Pop Up Pirate. Make whatever psychological assumptions you
like from that association.

Each level walkthrough is split into sections. The first is a brief intro with
a bit about the level and tactics required, plus the kind of level it is and
how difficult I think it is. The second through fourth sections are the
different parts of the level as indicated by the Save Points. There is also a
seperate line where I list the equipment I began the level with.

One final thing to note. Since when you reload you start off with a full health
bar, I heartily encourage you to quit and reload at every save point if its
necessary. Whenever you die, quit out and reload, because if you don't the game
will not stop the timer. When you reload you reload from the exact moment you
saved. Also, when you reload the guards will begin from pre-set starting
points, and most of the waklthroughs were completed using these pre-set points.

Now, on with the guide.

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III. WRONG SIDE OF THE TRACKS

Equipment: Shogun w/11 shells, Six-Shooter w/28 bullets

This level is one of my least favourites, because it barely feels like it
belongs in the game. Its pure gunplay, start to finish, and the time limit on
it is insanely tight. You need to run hell for leather to finish this thing in
time, and prodigious abuse of the save and reload feature is highly encouraged.
Your objectives are thus simplified: Get to the next Save Point as quickly as
possible, regardless of anything else. Oh, and kill lots of cops, too.

You'll start off at the top of some stairs. Run down to the foot of them. The
officers near the train will see you. One will run towards the door on the far
end of the platform, the other will attack. Try to kill the fleeing one before
he gets away, because if you don't he'll take up position near the other side
of the door and make it very hard for you to kill him without getting shot, AND
you'll alert the cop patrolling the corridor when you do. Not a good plan. Kill
him, which will take between one and three blasts, then Point Blank the other
one. If you're fast you should be able to do this between his gun shots. It is
possible to do this little bit without even getting hit, but one or two shots
don't matter.
       Go into the room the first officer was running to, then edge towards the
far corridor, turning the camera angle so you can see the officer patrolling
the corridor. Either wait until he gets close enough or turns his back, then
Point Blank him and take his SMG. Use the shotgun to blow the lock off the
door, then leg it up the tracks until the cutscene with the SWATs triggers. At
this point switch to SMG and run as fast as you can up the track until you see
the three different branches. The SWATs lights will be visible coming at you
from the left branch. Run towards the right branch, and as you near it the
SWATs will draw level with you. Immediately target and gun them down with your
SMG. You should kill all but one of them, so quickly switch to the shotgun and
take the last one down. Pick up ammo as you run down the left branch where they
came from until you reach the save point. Save, quit and reload so you don't
need to use the painkillers.

When you reload, run through the door behind you and to the right, then slow
down and walk to the corner, press your back up against it. The nearest officer
is your immediate target. He has an SMG and 2 patrol paths. One will lead him
close enough for you to Point Blank him, the other will have him stop on the
way, then turn back and head to the centre of the T-Junction. The latter path
is awkward, but if you run towards him the second he turns his back you should
manage to Point Blank him. If you don't want to risk it, just quit and reload
until he behaves properly. Take the ammo and reload your SMG while running back
to the corner. Use the SMG to play Pop Up Serial Killer with the three or four
officers who will come for you. Note that one will almost always take up cover
in the centre of the T-Junction, and the SMG is the only effective way to kill
him. You'll waste loads of shotgun shells otherwise. The other officers will be
slightly reserved sometimes, but if you wait they will come round the corner
and approach. Point Blank as many of them as you can and just hold the X button
for the rest. If you empty the SMG switch to Shotgun, obviously. Note that
sometimes they will try to flank you. You'll know they're doing this if no-one
comes for you for a little while and you hear a door banging. If they do this,
LEG IT for the piece of cover that's sitting slap bang in the middle of the T-
Junction and use it to play Pop Up Serial Killer. When you're done, take a
handgun and ammo.
       Take the left from the T-Junction and run to the control room. Here
there will be one or two officers, depending on how the fight in the Junction
went. Gun them both down and switch on the power. By doing this you will
trigger another group of SWATs who will head to your position. You need to run
as fast as possible to the door you entered from and then run back up the
tracks and into the patch of shadow that occupies the first gap you come to.
The three SWATs will run right by you and go into the area you just left.
Ignore them and leg it to the main station and board the train. Nobody will get
in your way. You'll trigger a cutscene where the train drives to the next area.
When it ends run out and to the left to hit the save point. Quit and reload if
you've been badly hurt, because the next bit is dicy.

       There are three bottles of painkillers in the next section, and you may
need all of them. One is right behind you in the first corridor section. The
second is out of the door and to the right. The third is up the stairs, through
the entrance gates on your left, and then in the small room through the door
immediately to your right. Go for them in order of farthest to closest when and
if it becomes necessary.
       Look through the door until you can see the officers walking onto the
platform, then brazenly walk out until you can Point Blank one of them with the
Handgun. Hold X when you do, so Cash will immediately target the other and
hopefully Point Blank him as well. If not just keep firing until he drops. Take
their ammo/gun. Quickly run to the desk that is just on the right of the door
and hide behind it. If you're lucky you will get there before the cop coming
down the stairs can see you. Play Pop Up Serial Killer until he's dead, then
grab your first bottle of painkillers, as you'll likely be down to half health
by now. If you're not, go you.
      Run up the stairs on the right to avoid the shopping cart, then run right
up to the food desk and Point Blank the guy with the shotgun. It doesn't matter
if he shoots you. He should only take one shot then hide, and he'll only clip
you anyway. Take his ammo and reload your shotgun while hiding on the other
side of the counter. Three officers will come through the exit gate on the
right, so play Pop Up Serial Killer until they're dead. The first will be easy,
the second and third may be awkward. Be patient and take shots when they're
offered. Its very difficult to shoot through the gates, so don't waste ammo
trying.
       Either go down the stairs to grab painkillers or go through the entrance
gates and grab the bottle in the little room, if you need to. Much kudos if you
STILL don't need them. Either way, go into the small room, then slowly come
back out, using the door as cover. There are three officers in the next
section, two roaming with handguns, one static with shotgun. One of the roamers
will wander to your side of the area, past the pillar. Step out from behind the
door and shoot him to death. His friend may move in to attack, if he does
you'll be able to Point Blank him. If he doesn't, just grin and bear it, then
shoot it out with him. If you have 2 free Shotgun shells it will work to your
benefit. Grab Painkillers if necessary, but not if you'll have to cross the
third officer's line of fire tp get to them.
       Hide behind the first pillar, then play Pop Up Serial Killer with the
Handgun to kill the officer. Grab his ammo, reload, then run up the steps as
fast as you can to Point Blank the final officer behind the foot vendor's cart.
You should be able to shoot him between blasts. Pick up his ammo and reload on
your way up the stairs to complete the level.

Estimated Time: 7 Minutes 30 Seconds.

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IV. TRAINED TO KILL

Equipment: Shotgun w/4 shells, Handgun w/11 bullets

An improvement on the previous level for certain. The trick here is working out
when to be stealthy and when not to be so you can minimise your time. Its
necessary to Gruesome almost all of the cops you stealth kill, though.

Run forward, pick up wire, run up stairs switching to Handgun. Point Blank cop
with Handgun bullet, 3 shots will drop the cop on far side of police van to
your right. Then move forwards and hide behind the first pillar just outside
the entrance to the building on your left. Lean out to see the roaming cop
approaching. Pop out to Point Blank him, then if necessary move back to other
side of pillar and put the last two bullets into the cop behind the bench. Grab
a six shooter and finish the job. Pick up the ammo he drops and reload on the
move while you run to the end of the corridor, around and down the stairs, then
run right up to the cop behind the bench and Point Blank him. He shouldn't get
a shot off.
       Switch to wire and go through the hole in the wall to your right, and
move left up the wall. If you've been quick enough so far the SWAT patrolling
the platform will be walking towards the end past the pillars. If you haven't
been quick enough, replay this section until you are. The amount of time you
lose if you don't take this window of opportunity is unacceptable. Sneak up and
gruesome him with the wire. Take the SMG but ignore the crowbar in the far
alley corner. Its highly likely he will be in the alley by the time the red
cursor shows up. Run to the gate across the platform and blow the lock off with
an SMG bullet, then switch to shotgun and press your back up against the wall
beside it. Make noise until you can see a cop by leaning out, then play Pop Up
Serial Killer to flatline as many of them as possible. The maximum is four, as
far as I can tell. When you run out of Shotgun shells, switch to the SMG and
use as much ammo as necessary.
       Go back to the building and run right from the hole, take the left set
of stairs down and run to the end to pick up the baseball bat. Move to the gap
at the end of the locker area and then press against the wall, make noise to
lure the cop who patrols the stairs in, then gruesome him when he goes back to
his route. He never goes beyond the wall line, so you're safe. Once he's died
messily, run down the stairs and take a right to find some SMG ammo. Reload
your SMG while you run back to the platform upstairs, through the gate, and tag
the save point. Save, reload if you want.

       Assuming you reloaded, you start looking forward just next to a grey
train car. Turn around and proceed down its right side to the end of the red
car. Walk, don't run. There's an officer in this area who is key to how you
handle the rest of the level. This officer has three different patrol routes,
and they're clear to see. If by the time you've walked to the end of the car
he's halfway up the ramp that leads to the train car just over the tracks, then
he's on the path we want. Wait outside but keep the camera on him so you can
see when he turns to go deeper into the car. Follow him in and gruesome him.
       If he is still standing there, wait until he heads back into the car and
follow him when he turns to go inside. He will look into the shadows in the
upper part of the car, then turn and walk back out. This means you'll only be
able to manage a violent kill on him, but it will get the job done.
      If he is walking around the boxes, quit and reload, same if he thinks he
spots you and starts to approach.
      Assuming he went on the first, preferred path, the officer will die near
a patch of shadow made by a jutting half-seperation between the two halves of
the car (its just past the boxes). Hide in these shadows and make a noise to
lure in an officer. Switch to the SMG, just in case. He should stop just in
front of your position, then go back outside, when he does, gruesome him with
the bat. Alternatively, he will come right up to the shadows, at which point
you should get ready to shoot him if he spots you, and gruesome him if he
doesn't, or he will see his friend's corpse, summon the last roaming cop, and
you can gun them both down with the SMG.
       If you managed to gruesome the cop (ideal scenario), walk out of
the end of the car, and you'll be spotted by the cops at the barricade. Shoot
the last roamer if he isn't dead already and then move in to the back of the
train car on the immediate left. Ignore the officers shooting at you and edge
so that just one can see you. Then
go first person and shoot the barrel to kill the two officers immediately at
the barricade.
      Run right up to the barricade and play Pop Up Serial Killer with your
remaining SMG ammo to clear out the four cops you will be swarming around
the barricade now. If you don't do this quickly enough you risk having the cops
pass the barricade and blowing you away with shotguns. If you fail to kill all
the cops with your SMG, just stay there for a few moments while the ASD
(Attention Span Deficit) cops decide you've run away from them and they can't
find you and go wander off back to their patrol routes. Go into the barricade
and pick up painkillers and a shotgun with ammo, then follow them into the next
area and finish the job.
       Run out into the next area until you get spotted, then run back and hide
behind the barricade again. Play Pop Up Serial Killer with your shotgun until
most or all of the officers are dead, then go hunting the last couple. One of
these cops will also drop painkillers when he dies, so don't worry. If you've
made it this far you're sorted. Run through the area, past the flatbed to the
train with a ladder, then clamber up onto it and tag the save point. Reload if
necessary.

       Run across the tops of the trains, trying not to tag the painkillers if
you can. Run to the end of the last car, but DO NOT jump into the final area.
Hold L1 and there should be a SWAT you can target. Kill him with a couple of
shotgun blasts, then back off a few steps to watch the remaining four SWATs
congregate around his body. Three of them will arrive quickly, one may take a
little longer.
       Slowly walk forwards, holding L1 until Cash targets a SWAT. Kill him.
Repeat this process until they are all dead. If you do this right, the SWATs
WILL NOT FIRE BACK. Nor will their mates.
       Jump down, run to the left and to the end of the trainyard, blow the
padlock off the door, run through to finish the level.

Estimated Time: 7 Minutes 45 Seconds

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V. BORDER PATROL

Equipment: Nothing

Now THIS is more like it! A great fusion of gunplay and stealth, Border Patrol
is one hell of a level. Nice fog effects, too. This is one of those levels that
really tests your playing skills and asks you to put to practice all those
skills you've picked up by getting this far in the first place. One of my
favourite levels. Its also one that you can play in completely different ways
and still get good results. The following is the strategy that got me a Five
Star rating.

Pick up wire when cutscene ends, then go to the switch by the door and press
it. Stay where you are and the Cerberus who runs in will not see you. Gruesome
him, take his head and gun. Go round the back of the garage and swap the
handgun for the crowbar. Go back around to the front and hide in the shadow of
the tree nearest to the garage. Hit it to lure the guard to you, and Gruesome
him. Run up the path until you are seen, then turn around and run back to hide
in the shadows of the first tree nearest to the wall. The guards will likely
look around briefly, then go back to their patrol route. This is where the head
comes in. Throw it in to the open, and if you do it right the guards will hear
it and see it. This will trigger their 'We've found a corpse' AI subroutine.
One of them will often return to his old patrol route (which is good), while
his friend will patrol your area for varying lengths of time, then return. If
you're lucky he'll go right over to the tree where you are and basically give
you a free Gruesome kill. Otherwise you may need to work for it a little. Its
also possible that they'll BOTH patrol your area, which will require some good
timing, and you may have to settle on a Violent kill for the first Cerberus.
You should be able to get into cover before you're seen and wait until the
second sees his friend and gives you an opening.
       Assuming everything has gone perfectly and you gruesomed the first man
and the second man went back to his patrol route, run up the path until he sees
you, then retreat to the shadows of the big tree. When he gives up/starts
patrolling the area, stalk and Gruesome him. Feel free to follow him back into
his area just beyond the walls. He shouldn't turn around completely, and if
you're adept at stalking people you should be able to stay behind him without
any trouble.
       Sneak up behind the shed with the corpse through the window and pick up
a glass shard, then swing back and circle around the large bush to come up
behind the fifth Cerberus hunter. Gruesome him (manic grin optional). Take his
shotgun, then crowbar the padlock and run through to the next area, hide in the
shadows of the first tree. Sneak around to the next one on your left when the
guy on the path has his back turned, then edge until you're just out of the
shadows and he partially sees you. When he comes to investigate gruesome him
with the glass shard, more for variety's sake than anything else. Pick up the
other glass shard at the back of the statue, then look around for the final CU
man. If you've done this area very quickly, he should be standing near the save
point in the distance. Get into the shadows and make some noise to lure him to
you, then get your final gruesome kill with the crowbar or glass shard. Your
call.
       Tag the save point and save. You've now gruesomed at least six CU
hunters, meaning that you're guaranteed a maximum style rating. Now you just
need to worry about the time limit.

       Reload if you find it necessary, then run to the first bush on your left
and make noise to lure one of the CU hunters to you. When he turns his back,
Hasty him. Allow yourself to be seen, then retreat ASAP past where the save
point was and play Pop Up Serial Killer at the edge of the bush on your left.
Get as many Point Blanks as you can, because you do NOT want to mess with these
guys. Two of them will have shotguns, two assault rifles. Kill them all, then
grab an assault rifle and ammo.
       Go left past the bush, then follow it around and left to the area with
the poles, fountain and other stuff. Its an openish area. Go around to the far
end of it where steps lead down. Walk down them with your assault rifle out and
Point Blank the CU at the bottom. He should have some painkillers which you
will probably need. Stay near his body and wait for his friends to come. If
they don't, fire a shot so they do. Shoot them all through the corner of the
vines if you can, because they won't shoot back. You'll probably only kill two
of them this way, but they're the really dangerous ones, both armed with
shotguns.
       Swing around to the right, keeping your gun aimed with L1, gun down
anyone you see, they should only have handguns and be dead before they can get
more than one shot off. At the stairs leading up, turn left back into the maze,
and follow the curves through to the centre with the level's final save point.
Tag it, then quit and reload.

       Run back out of the maze, up the stairs and immediately into the shadows
on your right. You will be partially seen by the CU standing near the side
door. He should head for your position, but if he decides against it bang
against the hedge and he will. When he gets close enough, Point Blank him and
take his ammo, then reload and press triangle against the edge of the hedge.
Play Pop Up Serial Killer with the CUs from this point.
       Wait a moment, and a CU will run out from the side door the other guy
was standing near. Pop out and kill him. This will cause the ones near the main
stairs down to summon their nearby friends and charge your position. Kill them
as best you can, there should be four with assault rifles and occasionally one
with a handgun. When they're dead DO NOT go after all the ammo. Your status
will still be flashing, and that's because the roof sniper is looking for you.
Pick up one or two ammo loads max, and reload your gun. You may get hit by a
sniper bullet if you're too daring about this, and if you do back off
immediately. NOTE: If you're really low on ammo it will have been necessary to
drop the crowbar for a heavy handgun and ammo. Go back and pick up the crowbar
if you did.
      Run into the mansion through the side door, go down the corridor and up
the winding stairs, then slow down and walk to the first Sniper. Hasty him and
take his rifle. Go further down the balcony and repeat on the next sniper, take
ammo, reload while heading back to the first balcony. There will be four CU
hunters coming up the stairs. Take your time to snipe one of them, preferably
the one nearest to you on the right.
       At this point one of two things will happen: The remaining three will
run full pelt towards your position, or they will slowly head towards it
opening fire on you en route. In the former case, switch back to the assault
rifle, take up a good position on the stairs, and gun them down as they try to
get up to you. Your cover should give you the edge. If they do the latter, just
snipe as many of them as possible, switching back to the assault rifle if you
either run out of bullets or one of them gets into the mansion. You might get
hit once or twice, but no more than that.
       Run out, across the front of the mansion, along the side, then down the
stairs to finish the level.

Estimated Time: 15 Minutes 50 Seconds

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VI. KEY PERSONNEL

Equipment: Assault Rifle w/12 rounds, Crowbar

Played 'the correct' way, Key Personnel is by far my favourite level. Played
for time its less fun but still good. If you haven't mastered your gun skills
by now, this strategy will be utterly useless, because it relies 70% on guns.
You need only a few Gruesomes for that all important style rating, and beyond
that I don't even try for them. On this level, blatant cowardice is your
friend. At every point you'll be facing teams of four and higher numbers of
Assault Rifle armed Cerberus troops, and for obvious reasons this is not a good
situation. The trick is occupying positions of advantage at all times. Also
note that if you go down the stairs into the basement at the starting area
there are two bottles of painkillers, a sickle and two bottles. This allows for
an alternate strategy where you lure the enemies down into the basement and
kill them, but it is far too hard to write a specific strategy for, as you will
encounter pretty much all the vagaries of the AI when doing it. On a side note,
my strategy doesn't need any of the items in the basement. Go get the sickle if
you want, there's enough spare time for that little detour. Anyway, on with the
strategy I DID use.

You start with a door in front of you. Go through and pick up glass shard, run
to the left, round the side and through the double doors. Its best not to run
for this because you can be heard and it screws everything up. There will be a
Cerberus hunter in front of you, gruesome him. Climb the stairs then turn right
down the landing and run to the end, picking up the bottle on the way. Slow
down as you near the terrace and gruesome the Cerb who is looking out. Walk
down the stairs to his right, go right again into the shadows, then make noise.
You'll be able to see the Cerb come to check from the ground level. Gruesome
him. Run out and to the left into the carpeted room, then cross it to stand to
the left side of the passageway that leads through to the next room. Throw the
bottle against the right side of the passageway (not too far in, but not too
close to your area) then press against the wall in the carpeted room and lean
out so you can see him. Violent him with the crowbar, then violent his friend
on the far left side of the table as well and exchange your crowbar for the
man's heavy handgun. Walk towards the door and hide in the shadows to its left.
       At this point a Cerberus hunter should walk into the room. Point Blank
him and steal some ammo for your assault rifle. There are two other guards in
this area, and they will very rarely be willing to enter your room. Abuse
Cash's near immunity to bullets and try to pick them off one at a time. There
are two bottles of painkillers in the two rooms you've just been through, so
they should see you through. The best way to kill them is to lure the one with
the assault rifle into opening the door. He'll step in after it, but not go
right inside the room. If you hold L1 and edge around until you can see him but
not target, you can use the right analog stick to fire manually and kill him.
The other one just has a heavy handgun and is no threat whatsoever. Three
handgun rounds will drop him, DON'T use the assault rifle. You need at least a
full clip for the next bit, preferably a lot more. An alternative strategy to
fall back on if the first Cerb doesn't come into the room is to make noise.
This will usually cause two Cerbs to come RIGHT into the room, as the first
will enter and immediately see his dead friend on the far side. If you can,
headshot one of the two and shoot the other one down. If not either use some
assault rifle ammo or hope your handgun does the job quickly enough. The third
Cerb's no threat, as previously mentioned. He should be roaming around either
outside the door or to your right as you walk out of it. He also patrols the
room through the door at the left of that end of the corridor.
       Once you've sorted that mess out, go to the left end of the corridor
(there's an archway there) and wait for the cutscene to trigger. When it
finishes, hold L1 and back away a little. A Cerb will come sprinting out of the
room around the corner and go right past you. Shoot him the second the
targeting reticule goes green and don't stop firing until he drops. This is the
Cerb leader. With him dead you have his bodyguards to deal with: Four ordinary
Cerbs with assault rifles. Back off to the room that's seen so much carnage
already and hide in the shadows on the left side of the door. Use noise to make
them enter the room and gun them down with the assault rifle ammo you have
left, or use the handgun (NOTE: If you ended 'Border Patrol' with more ammo
than I did on the first playtest, this area is a lot easier). After two or
three have gone down you may need to go out into the corridor and finish the
job. Very carefully nudge the door open if you take this route and kill them as
soon as you can.
       Once you've finished them all off, run to the leader's corpse and pick
up his key. Shoot out the camera and press your back up against the wall. Kill
the Cerb who will come through the double doors at the end of the other
corridor. Play Pop Up Serial Killer with him. Another Cerb will come to check
on the first one's body, so do the same again (note that if you're willing to
wait they do approach within Point Blank distance), and one more will come
after that. When all three are dead run through the doors and out into the main
hall, tag the save point and save.

Run backwards up the stairs holding L1 and gun down the five Cerbs who are up
there. The first two will be nearby if you reloaded and you're likely to get
shot a little before you can kill them both. The third will come running in
from the right doorway, the last two will come from the centre doorway, and if
you keep backing off until your back is against the wall these two shouldn't be
able to hit you yet. Sweep around to the right of the landing, staying back a
little from the banister and picking up ammo, looking in their direction and
holding L1 down. Fire until they drop whenever it turns green. This bit can be
a little tough sometimes, so keep trying until you get it right.
       Run up through the right door where the third Cerb came from (don't
bother with the other assault rifle ammo yet, we'll be back for that in a
moment), then go left through the next open doorway and slow down to walk into
the Surveillance room. Pull out your glass shard (because its cool) and
gruesome the guy who is looking into the video screens. The cameras are now no
threat to you. Go through the door across from the one you entered, cross the
corridor into the armoury, and pick up the assault rifle ammo and painkillers
which you'll probably need by now.
       Run down to the main hall again then turn right at the bottom of the
stairs to go through the open doorway. Go through arch straight ahead then left
down the winding stairs. At the bottom walk straight through the door in front
of you. If you're lucky there will be a Cerb standing right in front of you,
and you can Point Blank him. If not, things will be a little more ugly. There
are four Cerberus hunters in total patrolling this area. One patrols the left
and right corridors as you go through the door. One is a roamer who patrols the
centre room and will come at you through either of the doors that lead into it
(usually he comes up the left side, though), and the fourth stays in the
immediate area of your target: The room on the other side of this little block.
Kill them all as quickly as possible. The Cerb on your left will be closest
regardless, so kill him first then press R2+L2 to quick turn and gun down the
other one. If done quickly enough he'll only tag you once or twice at most. Run
to the left end and down the long corridor, killing the third who should come
at you, then turn right and kill the fourth if he's popped out of the room, or
walk up to the door, nudge it open and shoot him down. Wait until he drops to
the floor dead, then tag the save point.

YOU MUST RELOAD AT THIS POINT. If you don't, you can't get the fourth style
star, for the following reason: If you don't reload, there will be two more
Cerbs coming down to investigate all the noise down here. Once they're dead,
your route to the elevator is open. However, you'll only get four stars. If you
reload there will be no Cerbs coming to investigate but five of them patrolling
the landing above the main hall. This is enough for your fifth star. Also note
that if the fourth Cerb isn't 'properly' dead when you tag the save point he
will appear right outside the door when you reload, facing the wall. Once
you've turned the power back on just walk out and Point Blank him, then get on
with the strategy below.
       Switch the power back on and run as fast as you can back to the main
hall and up the stairs. By the time you crest them your status should have just
started to flash red, giving you enough time to turn around and gun down the
Cerbs who come for you. There should be two already on the landing, and the
others will quickly run to your position. Don't move, just wait for them and
gun them down. You shouldn't even get hit. If any of them decide you've gotten
away, just run up into firing range and kill them while they walk away.
       Run to the elevator, press the switch, enter it to finish the level.

Estimated Time: 9 Minutes

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VII. DELIVERANCE

Equipment: Nothing

End of the game, but surprisingly easy level once you know what you're doing.
Few skills are actually required here, just make sure that you turn the
Chainsaw OFF when you get it. Piggsy's AI is more random than most, so he'll
sometimes move places where you don't want him to. Just wait until you can get
around behind him and move on. Am I the only one who finds most of the chainsaw
kills disappointing?

You start out in the loft, with the cut up elevator behind you. In the next
section there are three weapons in different places. One is at the end of the
corridor on your left. One is in a room with a large smear of blood leading to
it at the end of the right corridor. The other is in a small hole in the wall
if you take a left at the end of the right corridor. This is your first target.
If my description isn't clear for you, just select scene and sacrifice a life
or two working out where they are.
       Run to the end of the opening corridor, turn left so you can see the
weapon at the end and head for it. Piggsy will come charging from the room at
the end of the corridor to the left. IMMEDIATELY down the right corridor, turn
left at the end and go into the hole in the wall. Pick up the weapon and hide
in the shadows. If you've outrun Piggsy, make noise until he runs in and pokes
his head inside. When he turns his back, stab him. He'll run away.
       Next, head for the blood smeared room. Hide against the wall and pound
on it a few times until Piggsy comes in to check. His AI can behave VERY
awkwardly in this room. Sometimes he will make a long, slow sweep of the
room that takes him into the far corner, then right back around the broken bed
and out of the door again. All you can do is wait for your chance to stab him
again.
      Finally, head for that first weapon. If Piggsy sees you, so much the
better. With him following you, run back to the starting corridor and hide in
the patch of shadow in the little alcove on its left hand side. Piggsy should
arrive on the scene a half moment later, and he'll give you your chance to stab
him a third time. If Piggsy doesn't see you before you get the weapon, make
noise until he finds you and head for that alcove. You may get slashed once or
even twice, but its okay.
     Piggsy will run to the end of the corridor and chainsaw his way up to the
loft, his home. Cozy, ain't it?. Follow him up there. Pick up a brick and
painkillers if necessary, then move to the right past the pillar. Piggsy will
make no movements until he sees you. So break into a full pelt run down the
stairs in front of you, left and up the winding stair case, then run across the
grating on the floor. Piggsy will follow you onto the grate, which will shake
underneath his enormous weight. After the cutscene he'll say he's had enough
and wants to go home, then retreat to the loft. Poor mad, chainsaw wielding
psychopath.
      Go back down then up to the loft, then either throw the brick so Piggsy
will hear you, or just run around until he sees you. Note that its best to do
this walking backwards. Piggsy has one HELL of a fast forward run, and you
don't want to have to turn around to get away from him. When he says something
along the lines of 'Die, scum, die', leg it back up the stairs and over the
grating to get to see one of the coolest deaths in the game. Bye bye Piggsy,
you who Rockstar decided in their infinite wisdom to tell us nothing about and
yet still promote as the game's main boss! Tag the save point and save, reload
if you want. NOTE: Every once in a blue moon, Piggsy will actually run around
the grating instead of going onto it. Just run across the grating again and
he'll follow.

       Hit square to turn on the chainsaw and attack the door, triggering a
cutscene. When it ends, turn off the chainsaw while running up to the loft,
round the pillar, and then down and into the alcove on your left. Wait until
the three Cerberus run past you, then press against the wall and bang the
chainsaw/brick on it until one of them comes to investigate. Gruesome him when
he turns around/goes into the loft.
       Make more noise until the second one comes to check. This is where it
gets complicated. He will investigate the noise, find nothing, then go back to
his patrol route or up into the loft, in which case you can Violent kill him.
Alternatively, he will see the corpse of his friend and summon the third
Cerberus, and the pair of them will start looking. Typically, one will go into
the loft and one will look around for a little bit in your area first. Hasty
the nearest one, then either stalk and Gruesome the final one, or make noise
and follow him into the kill. If you make noise he may fall through the open
hole in the floor above you, so make sure you're WELL back when you do, so that
you'll get your perfect kill angle.
       Now run back through the loft and up the winding stairs, slowing down
near the top. Walk up behind the two Cerberus who have obviously had their
brains removed since you last saw them (why they are looking at the wall I'll
never know, since there's only one way to access the landing), and Gruesome the
first one. You'll notice something bizarre, that being his friend failing to
notice the horrible grinding of the chainsaw behind him as it turns his
friend's head inside out. There's only one possible punishment for this: A
Gruesome kill.
       Turn your chainsaw back on, then open the door again with X, show off,
run after Starkweather until you can target him with L1, then press X until he
dies a truly icky and nasty death. Level, and game, complete.

Estimated Time: 8 Minutes

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VIII. THANKS AND CONTACT INFO

Really short section, this. Thanks to Rockstar North for adding another
brilliant game to their list of accomplishments.

I can be reached on edge_braak@yahoo.co.uk, though I will be out of contact
from dec. 18th of this year until February 1st of next. I usually reply to all
e-mails, but should any get lost I give prior apology. If you don't hear
anything from me by February 7th, send your e-mail again.

*******************************************************************************

IX. COPYRIGHT INFORMATION

Copyright 2003 David Rodoy

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.